Metroidvania Game Kit (Templates)

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Post » Thu Apr 20, 2017 3:12 pm

Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit
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Post » Thu Apr 20, 2017 4:56 pm

Haven't been able to use Construct in a long while and I'm having some trouble remembering stuff. Anyone more experienced with this want to give a step-by-step on how to make a new map + minimap with this? I was able to edit the GameRoom map but I'm not sure about all the steps you need to take when starting from scratch...

Edit: So this is what I got this far: Add roomgrid to Grid layer, background to background layer, tiles to their layers, door left and right, roomzone to roomzone layer. This seemed to work. Do I need to add controller menu and controlle rooms and on what layer? Then I drew the new room on the minimap. Am I missing anything or is that it?
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Post » Sun Apr 23, 2017 12:18 pm

JouBqa wrote:Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit

The layout is 10,10 because I have "Unbounded Scrolling" enabled, making the layout size irrelevant. You will have to check if objects are off-screen instead of outside the layout like you said, though.

JouBqa wrote:Haven't been able to use Construct in a long while and I'm having some trouble remembering stuff. Anyone more experienced with this want to give a step-by-step on how to make a new map + minimap with this? I was able to edit the GameRoom map but I'm not sure about all the steps you need to take when starting from scratch...

Edit: So this is what I got this far: Add roomgrid to Grid layer, background to background layer, tiles to their layers, door left and right, roomzone to roomzone layer. This seemed to work. Do I need to add controller menu and controlle rooms and on what layer? Then I drew the new room on the minimap. Am I missing anything or is that it?

Yep, that's it. A new room is nothing more than a roomzone and a minimap tile. You only need 1 room_controller - it just stores and handles the room transition variables and such. The controller_menu does the same, but you need 1 per menu.
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Post » Tue May 30, 2017 12:23 am

Has anyone been able to make the Worm enemies walk on ceilings? I've been at this for hours and it's just not happening O_o. I can make them stick in the ceiling by flipping the sprite and changing the gravity but they just won't move
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Post » Tue May 30, 2017 1:47 am

@JouBqa The worms have a simple "patrol" behavior to walk back and forth on platforms. To have them work on ceilings you'd not only need to reverse the gravity but change the y collision offsets to negative values and probably their hotspots too. There is a "Metroid Zoomer Behavior" .capx on the forums somewhere that can have them scale walls, floors, and ceilings alike if that's what you're going for. A quick search should bring it up. Hope that helps!
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Post » Tue May 30, 2017 2:32 am

Tokinsom wrote:@JouBqa The worms have a simple "patrol" behavior to walk back and forth on platforms. To have them work on ceilings you'd not only need to reverse the gravity but change the y collision offsets to negative values and probably their hotspots too. There is a "Metroid Zoomer Behavior" .capx on the forums somewhere that can have them scale walls, floors, and ceilings alike if that's what you're going for. A quick search should bring it up. Hope that helps!


If it's this one the link doesn't work anymore: help-with-retro-enemy-behavior-move-along-solids_t90718
I'll try... something
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Post » Tue May 30, 2017 10:37 am

@JouBqa Did you try this one? viewtopic.php?t=87524
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Post » Tue Jun 06, 2017 9:50 pm

Tokinsom wrote:@JouBqa Did you try this one? viewtopic.php?t=87524


Thanks!

Another question, how do I change the text on the subscreen item tabs?

Also couldnt get my own animated sprite to work in place of the subscreen wireframe sprite. It was just blank or in the wrong place (eventhoug I made it the same size and same origin and collision). I then just added the sprite to the subscreen background image itself instead. Not animated but works ok like this
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Post » Wed Jun 07, 2017 10:19 am

Tokinsom wrote:
JouBqa wrote:Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit
The layout is 10,10 because I have "Unbounded Scrolling" enabled, making the layout size irrelevant. You will have to check if objects are off-screen instead of outside the layout like you said, though.


Kind of having a problem with this. I want the player to die when he falls into a hole. But can't use "outside layout" because of this and "is not on-screen" kills the player instantly when the game starts...? :shock:

EDIT: Player_Base Y > RoomZone.BBoxBottom seems to work. Though the death explosion animation doesnt work right then
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Post » Wed Jun 07, 2017 10:20 pm

@JouBqa Yeah that's one downside to having the rooms right next to each other and on the same layout. "Is not on-screen" is probably killing the player in the beginning because it doesn't exist on the first tick - it has to be created at the position of the Player_Spawn object first. So to use that you would have to check if it exists first.
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